Multi-level direction of autonomous creatures for real-time virtual environments
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Agent Communication Languages: The Current Landscape
IEEE Intelligent Systems
IEEE Intelligent Systems
Human behavior models for agents in simulators and games: part I: enabling science with PMFserv
Presence: Teleoperators and Virtual Environments
Planning Algorithms
Controlling individual agents in high-density crowd simulation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
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This paper will introduce the generic concept of a multi-agent based crowd simulation prototype. The prototype consists of many distinct components that contribute to the system as a whole. Based on the criteria for a human agent model, the agent's module-based, layered architecture is introduced. Subsequently, a closer examination of each module reveals a detailed insight into the agent's architecture. The examined modules are: The agent's finite state machine, its steering behavior, its locomotion model, the path planner and the messaging capability. Finally, with respect to the simulation's general architecture, the optimization techniques to further improve the simulation's runtime performance are discussed. This is especially important, since the simulation should run at inter-active frame rates and allow the simulation of as many agents as possible for scalability reasons. The investigated optimization techniques are multi-threading and cell space partitioning. The simulation is implemented in our 3D simulation system VEROSIM, which also handles 3D graphics to visualize the results in real-time.